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A jam submission

Nanashi Reload (jam version)View game page

💫Shoot, Dash and explode! The Equilibrium Guardian in a new lifetime mission!💫
Submitted by kiddolink — 4 hours, 24 minutes before the deadline
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Nanashi Reload (jam version)'s itch.io page

Results

CriteriaRankScore*Raw Score
Sounds and Music#43.6363.636
Graphics#64.0004.000
Overall (Primary Criteria)#63.8183.818
Boss Design#73.6363.636
Gameplay#73.4553.455
Creativity#173.0913.091

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Were any of your assets made before the jam? If so, what were they?
Music. All tracks composed by myself.

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Comments

Submitted(+1)

Excellent graphics and sound!

Following up on your reply to Misterm about dashing, I see a way it could work: if you treated air-dash and ground-dash as two separate moves, you could map air-dash to pressing jump again in midair and separately map ground-dash to a double direction tap. Having four action buttons to manage can get in the way of the game flow on a keyboard.

Developer

Hey! I appreciate your suggestion, goodbunnystudio! Thank you very much! That's something that I'll definitely be experimenting with. Maybe... a keybinding system could solve this problem. Or, I'll have to rethink the control system. Having the dash button the same as the jump button bothers me, because the change of behavior using the same button may confuse some (or a lot) of players, as I never have seeing such arrangement in any game (as far as I can remember) that I've played. Either way, I'll consider this matter properly in future versions.


Cheers!

Submitted(+1)

If you need some precedent for pressing jump again in midair doing something different, think of Sonic the Hedgehog's "homing attack" from any game where he has that.

Developer

Thanks for the reference! I'll watch some gameplay videos to see how it is.

Submitted
Deleted 132 days ago
Developer(+1)

Thank you so much for your feedback, Moisés Peláez! Yes, the game is difficult. Maybe it needs some balancing and redesign in respect to some aspect of the bosses.

Submitted(+2)

Very challenging game!

Fought against 3 bosses (not sure how many there are in total, because I gave up at boss 3). Of these I liked the second boss the most by far (even though he took me ages to beat). For the first and third boss it was very difficult to read what was going on (I'm not used to playing this kind of game), and getting hit seemed unavoidable. In the second boss fight I felt that the explosion radius of the rockets felt a bit high (at least for the player taking full damage even when hitting the rocket was acutally just on the edge of the radius (so missing the charged shot usually meant trying to dodge the rocket until it charges again).

I played with an xbox controller which was at least somewhat easier than on the keyboard although I had to be very careful not to crouch when I wasn't intending to (so I'd suggest maybe lowering the analogue stick sensitivity for crouch?). For me it was a bit overwhelming having to learn all controls at once and I agree with the other commenter that maybe dash and jump could possibly be joined into one button.

Music and graphics are great, give the game a really nice retro feel. 

Developer(+2)

Thank you very much for you comment, ruinthread-games!

There are 3 bosses in total. All of them follow patterns based on "time". When they get to half of their hitpoints, they become harder in respect to their abilities. Because its a short game, I purposely made it a bit hard to beat. Still, I encourage you to try again! I see, so I'll probably reduce the radius of the rocket's explosion in a later version. And fix the sensitivity for gamepads as well. Perhaps increase the damage of the small bullets. The truth is, I designed this game so I can work on it later, by making stages and try to flesh out a full action platform game, not only a boss rush. So the protagonist's skills were developed with that in mind (for a run & gun type of game).

The game is indeed overwhelming with controls. But I had to introduce the player right away to the commands that involved the necessary skills to fight the bosses. But the tutorial can definitely be improved.

Unfortunately, I can't afford to make the dash button the same as the jump button, because the jump is a controlled aerial maneuver, while the dash is a speedy straight forward fly, you can only stop the dash but releasing its button. Besides, by jumping and dashing, the player get can much higher than just jumping or dashing, which implies more aerial mobility and height (useful to avoid the bosses, by the way).

Undoubtedly, the game still needs a lot of polish in order to be more interesting and inviting for more players. Hopefully, I can improve it overtime. Thanks for the feedback!

Submitted(+1)

gets pretty difficult quickly! reminds me a lot of Mega Man X :)

Developer(+1)

Thanks for the feedback, verysoftwares! Yes, Mega Man, Gunstar Heroes, Gunners Heaven, Cuphead... all those games were in the back of my mind while I was working on this project.

Submitted(+1)

Was stuck on that last boss for a minute, but I like difficult. Inafune would be proud.

Developer(+1)

Thank you very much, MonkeyWrenchSoft! That last boss was carefully planned!

Deleted 2 years ago
Developer

Thank you, Pvp-man! Indeed, they are very hard, specially for the uninitiated. But the protagonist has also a lot of mobility. Once the player grasps Nanashi's full potential, the game becomes relatively easier.

Submitted(+1)

I really like the graphics of your game. I really feel the atmosphere of '90 games.
It is a little bit difficult to move the player at beginning but after a little bit I can get the use of it. Would be nice if the dash was implemented pressing twice  the button instead of using the Shift button. I am not really good on playing and after several times I couldn't kill the first boss.  I also did a test with my gamepad to check if I could play better but the Fire button doesn't work.

Great Job.

Developer (1 edit)

Thanks for the feedback ,Misterm! Yes, I put the dash in the shift and V key (alternative). I didn't have time to make a keybinding system, maybe I'll add that later, after the jam. The only gamepads I've test the game was on xbox and dualshock, the shoot button on dualshock is the square and xbox is X. Which gamepad did you use? Maybe I can check this.

Submitted(+1)

I have one of these:

Developer

Thank you so much for the information, Misterm! In the future, I'll try to acquire and give support for these gamepads too.